Gunmetal Arcadia reviews

Translated by
Microsoft from French
--First of all: I greatly appreciate the games of pirate hearts, my criticism of you have to win the game is very clear about it. But there, sorry, it's a failure. --Very disappointed. I had loved gunmetal Arcadia zero, which it is not a rogue-like and therefore, has real levels designed by hand and therefore not resting on random badly screwed, unlike its sequi. Disappointed because I played a big part of the games minor key games and they are all excellent; You have to win the game & Super win the game are among my favorite 2D platformer games. Gunmetal Arcadia zero is very good too! But why? Why is his suite disappointing? Copy & paste is very simple, friends: gunmetal Arcadia zero has served as a model for the main game that is gunmetal Arcadia all short, its sequel. The latter takes back all the assets of the previous, graphics, animations, sprites, levels, decorations, everything (except the music) and adds the element that will fuck everything in the air: the "ROGUE-LIKE". And unfortunately, GMArcadia is doing very badly. Rogue-like forces, each part is different and the choices you make in one part will influence the next, because the character who stacks up after your death is your descendant and ends up with the choices of the paternal and other decisions. It's pretty cool as a system. This can fortunately be disabled. You have the opportunity to play with Vyero, the hero of gunmetal Arcadia zero, but also with three other characters and others to unlock, each having its advantages and flaws (more PV, Max number of secondary ammunition higher etc.). Level design 101 fail rogue-like always forces, the levels are systematically different to each part, and there, the random manufactures levels that often have difficulty in having the slightest coherence. If games like binding of Isaac or risk of rain do not have this need to have levels "that make sense", it is because every piece available in the Pack that the game will use to manufacture its levels has meaning and usefulness. In GM Arcadia, it is quite often the opposite: it is not uncommon to have areas that have no meaning with pieces of platforms that have nothing to do there. To be clear: one does not build a rogue-like as one builds a beast game of platforms. Each piece must have its usefulness, its reason for being there. If we meet in front of a ♥ ♥ ♥ ♥ ♥ ♥ ♥ ♥ of platforms that have no use or interest other than to hinder the player in his progression, it is that we missed something. Speaking of which... Worst enemy placement EVER and Yes, let random the placement of enemies, it is the assured recipe of nightmare and therefore of an atrocious level design. It is not uncommon to cross two stone-eaters snakes that cross any material and whose shots are of astounding precision (it is simple: their shot is designed to touch you, no matter what your position on the screen, it was already the case in GM Arcadia zero and it was very painful). Add to that that sometimes it is possible to demotivated with an enemy just above the head, just after a screen transition, which does not leave you time to react! Obviously, since it is a rogue-like and you probably have to do exactly like the others: one does not regain its life points after a level or after a boss. So inevitably, when you start a new level and you bump an inevitable enemy right after a screen transition, you die and you have to start all over again. No thanks. In short, it is not joy unfortunately the music also is very inferior to the previous Opus, not bad, just... Meh. I hope the next game of J. Kyle Pittman will return to a more "normal" style and less "randomized levels + rogue-like" because he clearly has talent. The genre is completely saturated. It really displeases me to say as much evil of the last born of a developer whom I enjoyed most of the games but here, the disappointment is there and it hurts me. Sad/20.
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